šŸ³ Now You're Cooking! - A Roguelike Deckbuilder

looks and sounds incredible!

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Cool concept, looks appetizing! I don’t think I’ve seen an entry in this genre before that isn’t themed around violence. Neat.

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you might enjoy Balatro :slight_smile:

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Thanks!! :slight_smile:

I’ve been putting a lot of work into the animations, and Carolyn (the artist) has been working really hard on the sprites and backgrounds.

It’s been really fun getting the game into a presentable state, but I’m looking forward to switching my focus back to gameplay when I return from SYCL.

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I wrote up a quick postmortem on the announce here:

TLDR: I learned a lot but I hit my wishlist targets, and am now working on gameplay so I can eventually release a free demo! I’m also working on some tech that will make the demo trailer easier to put together when it’s time. :slight_smile:

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I really love the art style, it looks so good. Straight into my Steam wishlist!

Also, thanks for AYCB/SDL. I’m using it to learn 3D graphics and I always read your open source code related to game dev and I’m learning a lot :slight_smile:

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I really love the art style, it looks so good. Straight into my Steam wishlist!

Thanks!! :smiley:

Also, thanks for AYCB/SDL. I’m using it to learn 3D graphics and I always read your open source code related to game dev and I’m learning a lot :slight_smile:

No problem! It’s been fun working with others instead of just making stuff for myself.

It’s especially nice that people have been contributing backends for platforms I don’t have at home. This might make it possible for me to ship a mac build if I also upstream the changes @alanza PR’d to my shader workshop back into my engine to make it compatible with MoltenVK.

(I’ll get to the relevant open mac PRs on AYCB/SDL soon, just need to find the time & borrow a mac to test on.)

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then I’LL be cooking!

that is i’ll be cooking when i play your game. since it is called now you’re cooking

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That’s good to know, the game is done in ZIG completely. Good job.

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You’ve used a translation service, but how do you implement those different languages in your software?

@rickygai thanks!! :slight_smile:

I do depend on some C/C++ libraries like SDL and the shaders are written in GLSL, but everything else is Zig. The external C libraries and GLSL shaders are still built from source by the Zig build system, gotta be able to cross compile for all my targets. :smiley:

(I’m also planning on rewriting the shaders in Zig as the SPIRV backend and vector ergonomics improve.)

@flow I keep all my ā€œmessagesā€ in a separate JSON file and reference them by tagged union in game. I’ll probably switch this over to ZON, I was thinking translation studios might accept JSON but I think they just prefer spreadsheets so I’d have to convert it regardless.

The JSON file doesn’t just store raw strings, it has a markup language, so you can write things like ā€œincrease card value by {dollars}ā€ in the localization data. This way the translators can reorder the substitution to match the grammar of the target language. The message type is a tagged union rather than an enum so that I can get type safety for the substitions. I’m not sure how I feel about this, I might end up refactoring it into something more dynamic.

The source code is here. I’m using this in game today with dummy text, but I haven’t actually had the localization studio translate the in game text since I’m still working on it (just the coming soon page is translated atm). In other words, while I do use this code every day, it won’t be fully battle tested until nearer to release.

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Professional translation companies should have no trouble with json, so don’t rush to make tooling until you decide who you’re contracting with. (I worked for Lionbridge for a bit not too long ago).